#version 460 core
in vec3 iVertex;

in float posLx;
in float posRx;

out vec3 position;
out float Lx;
out float Rx;

uniform mat4 osg_ModelViewProjectionMatrix;

void main()
{
	position = iVertex;
	Lx = posLx;
	Rx = posRx;
	gl_Position =  osg_ModelViewProjectionMatrix * vec4(iVertex, 1.0);
}